Real-time visual systems — from concept to production

I make complex
systems visible.

Hi, I’m Moritz Meyers. My background spans 3D art, interactive user experiences, and graphics engineering. More recently, it has expanded into technical product and team leadership.

2006—2014

Low-poly Artemis character created for Apollo
Artemis / Real-time character01
PBR material study for the Apollo project
Apollo / PBR study02
Artemis character and material breakdowns
Master’s thesis foundation03

Learning to think
in images & systems.

Interactive Media · Timebased Media: Sound, Vision, Games

My studies turned an artistic practice into a technical one.

During my master’s, I refined that foundation through larger-scale projects, game design, and deeper work in computer graphics. One important pattern emerged during those years and still shapes my work: using code to make visual ideas interactive, and visual thinking to make technical systems understandable.

Key outcomeBachelor’s and master’s degrees connecting visual design, interaction, and real-time technology.

2008—2009

Haunted church environment and production assets
Haunted / Environment01
Haunted game environment
Haunted / Shipped world02
Individual environment assets created for Haunted
Production asset set03

The first
shipped world.

Haunted · Frankfurt

An internship at Deck13 was the shift from student work to professional production.

On Haunted, I created and textured environmental assets inside a small production team. I was fortunate to work alongside experienced 3D artists and game developers in a highly productive environment, benefiting from close mentoring and expert insight.

Key outcomeContributed production assets to a commercially shipped game.

2014—2017

Porsche driving settings HMI with real-time vehicle visualization
Porsche / Driving settings01
Bentley automotive HMI visualization
Bentley / Premium HMI02
Automotive energy-flow visualization
Interactive energy flow03

Visual craft meets
embedded reality.

Technical Artist → Senior Technical Artist

At e.solutions, I helped build automotive HMI systems for Porsche and Bentley—from the first visual concept to final production handover.

Working directly with customers and design studios, I implemented all supplied 3D assets and the interactive elements from scratch in Kanzi, then carried the complete HMI experience through visual-quality iterations, approval rounds, and the integration of additional vehicle variants.

Key outcomeWorking within a larger production team, I independently developed and delivered all visuals for two OEM releases.

2017—2023

Audi vehicle visualization scene
Audi / Visualization01
Porsche vehicle visualization scene
Porsche / Visualization02
Production parking visualization
Parking / Platform visualization03

From visual craft to
graphics leadership.

Technical Artist → 3D Graphics Developer → Lead Graphics & UX

My role evolved from technical art into C++ and OpenGL development, and ultimately into leading Graphics & UX for Parking Augmentation.

I owned the 3D vehicle model, establishing modular systems and design-to-code processes across Audi, Porsche, Volkswagen, TATA, and Nissan programs. I was responsible for the conception, specification, and planning of augmented-reality overlays that visualized detected parking spaces and autonomous parking maneuvers.

Selected impactDelivered multiple major features end to end—from concept through implementation to start of production across five OEM programs.

2024—Today

TATA parking visualization in a production display
TATA / VISU Augmentation01
Parking augmentation interface variant
Production feature set02
Vehicle parking visualization view
Roadmap to release03

From building the system
to leading the outcome.

Visualization Augmentation · International delivery

The focus widened from building features to leading the feature development team.

As Product Owner for Visualization Augmentation, I translate customer needs and technical constraints into requirements and prioritized tasks, guide technical implementation and architecture, and lead teams of five to twelve developers across four international locations.

Selected impactFour production releases delivered on schedule, with complete feature and quality fulfillment.

Have a complex system
that needs clarity?

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Sollten Sie der Ansicht sein, dass eine Abbildung Rechte verletzt oder ein erforderlicher Bildnachweis fehlt, schreiben Sie mir bitte an moritzjmeyers@googlemail.com. Bitte benennen Sie die betreffende Abbildung und schildern Sie Ihr Anliegen. Ich prüfe jeden Hinweis unverzüglich und werde eine berechtigte Beanstandung umgehend korrigieren oder die betreffende Abbildung entfernen.